VSKYLABS Magazine
Official VSKYLABS Aerospace Simulations technical and cultural publication.
VSKYLABS Hungarocopter HC-02 'Weekend Window'
[VSKYLABS Promotion] issued 27th March 2026
The Hungarocopter HC-02 was designed and manufactured using state-of-the-art technology, with the combined result of excellent handling characteristics, high payload, passenger and crew safety compared to empty weight. These properties and the relatively high power available together place it in a category higher than its size, even when operating under unfavorable air density - altitude conditions. Another significant advantage is the low maintenance requirement.
For more information about the real-world Hungarocopter HC-02, visit the Hungarocopter website:
https://hungarocopter.hu/en/hc-O2
Hungarocopter HC-02 Specifications:
Seats: 2
Engine type: Rotax 915 IS, 141 hp
Dimensions:
Overall Length: 7310 mm
Overall Height: 2570 mm
Main Rotor diameter: 7010 mm
Total Fuel capacity: 60 lt
Weight:
Full load weight: 600 kg
Empty weight: 350 kg
Payload: 250 kg
Performance:
VNE: 209 km/h / 110 Kts
Cruise speed: 160 km/h / 87 Kts
Max. Range: 400 km
Max. Endurance: 2.5 hours
Max. Operating Altitude: 4800 m / 15700 ft
Hovering IGE (ISA): 2750 m / 9000 ft
Hovering OGE (ISA): 2250 m / 7200 ft
Rate of Climb: 1500 ft/min
Fuel consumption: 18 - 25 l / hour
CT/4E Update - Cockpit-Builders Assignment Layer Integration
Notice: SkunkCrafts Support Discontinued
[VSKYLABS Development News] issued 23rd March 2026
Hello VSKYLABS Test-Pilots!
In the next hours, you may see RED messages in the SkunkCrafts Updater.
Do not panic, this is expected.
SkunkCrafts support has been discontinued across the entire VSKYLABS fleet.
IMPORTANT: VSKYLABS Product update philosophy has changed:
- Transition from on-going progressive updates to stable, more thorough updates.
- This means, larger updates, longer update intervals.
- No need to check the product version on a daily or weekly basis.
- Updates will be announced in advance, in all VSKYLABS channels (and there are many).
- No VSKYLABS customer will be left behind.
What happens next (updates):
All updates are now provided via your store account (latest package download).
Stay informed via:
- Join the VSKYLABS Briefings.
- VSKYLABS Aircraft Center.
- VSKYLABS Magazine.
- Follow your VSKYLABS aircraft product forum at the X-Plane.org
Documentation & Updates:
- Now centralized in the VSKYLABS Aircraft Center.
That includes Manuals, update change-logs and related documentation. - It is recommended to log into your store account and download the latest build (for updated internal structure and links).
Post-SkunkCrafts routine:
- Use the Aircraft Center as the primary reference.
- Check the VSKYLABS Magazine for announcements.
- Follow your VSKYLABS aircraft product forum at the X-Plane.org
This infrastructure update is part of setting a new VSKYLABS operational baseline, which includes higher product stability, consistency, and reliability.
All product packages have been updated. It is recommended to log into your store account and download the latest build!
Enjoy flying,
VSKYLABS
VSKYLABS Dev Update: Interaction & Assignment Standardization
- Consistent interaction behavior across the VSKYLABS fleet.
- Expanded and seamless control assignment options.
- Improved compatibility with custom cockpit hardware setups.
- Streamlined interaction logic and response.
- VSL Robinson R66 Turbine
- VSL Dynali H3
- VSL Cicare 8
- VSL Revolution Mini-500
- VSL PAC CT/4E Airtrainer
- VSL Tecnam P2006T MK-I
- VSL Phoenix Air U15 S-LSA
- VSL Scheibe SF-25C Falke
- VSL 'Test-Pilot': Rutan Model-158
- VSL NISUS Gyroplane
- VSL FA TENSOR 600X
- VSL VSL B-8M
- VSL AEROS-2
- VSL POLARIS AM-FIB
- VSL CONTRAVENTUS
- VSL Skyscenders 76'
A Few Inches Lower: VR Lessons from the SR-71 Cockpit
True scaling of the virtual cockpit:
To make a long story short, scaling the virtual aircraft so it represents the real-world aircraft in a true 1:1 scale is maybe the most fundamental process in the virtual aircraft development process. In X-Plane, proper scaling of the aircraft is not only crucial for proper aerodynamic calculations... it is also crucial for providing a realistic flying experience in the virtual cockpit.During development, at some point, flight testing is flown in the VR (Virtual Reality) environment. This takes place in a relatively early state of the project, where things are tight enough, yet not fully completed.
'Man-Machine' integration:
Real cockpits are tailored around a human pilot, providing seamless 'integration' with the aircraft (in most cases...). If there's a switch that should be reached by the pilot during aircraft operation and flight, the average pilot should simply reach his hand and touch it.This goes for levers, buttons, dials... In many cockpits, some of the systems are located around the pilot: overhead panels, below the seat, behind the other seat, between the legs. These should be reachable as well in VR... replicating the real-world configuration.
Another 'Man-Machine' integration aspect that is evaluated in this process is the overall geometry of the panels, padding and the canopy cut-outs, which should align properly (with some adjustments) to pilot height, providing an authentic line-of-sight with the world.
Exploring/evaluating the virtual cockpit:
When I first sit in the WIP virtual cockpit, in VR, it must simply 'feel right'. I use the touch controllers and set my hands over the throttles, going through all levers and switches... all should perfectly fit. This is the ultimate scaling validation of the cockpit and its ergonomic design, which should reflect the real-world aircraft.Then, I place the touch controller on my seat cushion, just between my legs. The virtual and the physical cushions should 'align', and the touch controller should 'sit' on the virtual cushion.
Looking outside, around... I seek the familiar 'cockpit feeling'... try to sense the depth of the aircraft floor, trying to read the instruments... see that all fits right.
Then, I take it for a short ride, looking for unexpected issues of line-of-sight and field of view. Some aircraft are amazingly surprising when transitioning from a 2D display to VR. The combination of peripheral vision and natural head movement brings the flying experience to a whole new level of realism. In most cases, when flying in VR, it is much easier to see the runway through caged canopies during taxi, takeoff, and landings, or to manage taxiing in a tail-dragger, where the nose is set high above the runway when looking forward. In VR we can look 'over the shoulder' and past cockpit obstacles and notice ultimate peripheral cues with peripheral vision.
In the following video - cockpit operation and landing in Full-VR environment. I'm flying the VSKYLABS F-19 Stealth Fighter, in full VR environment (touch controllers and physical pedals, no physical Joystick or switches).
The VSKYLABS F-19 cockpit was designed and modeled following the F-18 late cockpit design, with only a few adaptations. All cockpit elements which were designed for human interaction in the F-18, are in full and comfortable each of the pilot in VR.
Lets set the focus on the caged cockpit of the F-19. When flying in X-Plane using 2-d display, landing the aircraft becomes a bit challenging due to the canopy cage structure, similar to the SR-71. However, when flying in VR, the addition of peripheral vision and natural head movement results with a straightforward operation, visuals with the runway and judgement to the touch-down zone.
The SR-71A Blackbird Cockpit and Canopy Geometry ALL WRONG??:
Here is a fascinating 'behind-the-scenes' story from the early stage of the VR scaling validation process.During the development of the VSKYLABS SR-71-TB, extensive operations were tested in VR. At the time, the development of the 'synthetic' aerial refueling session was nearly complete, and since all components had been modeled in 1:1 true scale, I wanted to see how it would feel inside the cockpit in VR.
During the 'synthetic' refueling, I noticed a severe problem. Hey! This does not feel right!
The air refueling is set as a kind of a 'baked' phase (no actual formation flying). The SR-71 and the tanker are aligned, geometrically speaking, as closely as possible to the real-world conditions. Yet, even in VR, when sitting in the virtual cockpit of the SR-71, I could hardly see the designated area on the tanker that should be observed during the refuel, if it were a real-world formation flying segment.
*To note that I've 'been there, done that' for real, yet obviously not in the SR-71...still...I knew what to look for...
This was a serious issue. I re-checked everything, inspected the 3D model, the drawings, tons of references. All seemed right, yet... realistically, sitting 'in-place' with the tanker didn't feel right. It felt almost impossible to fly formation and see the tanker signals if it were an actual aerial refueling.
At the time, I was in close contact with Ret. Lt. Col. BC Thomas. We discussed many of the real-world SR-71 operational aspects with a focus on systems and flying practices. In one of our conversations I asked him: BC, something doesn't fit when I am sitting in the SR-71 model, observing the tanker... I can hardly see the tanker signal area... if I were flying this in real-time formation, I could not see the tanker's belly clearly. Was it that hard to fly formation with the tanker? Or...is it a serious modelling issue...?
His reply was amazing, and solved the issue instantly: he told me that during aerial refueling sessions he had to lower the seat so much that the stick almost hit his chin (as he described it) to see the tanker properly. He told me that once sitting lower, flying the aerial refueling was quite smooth and straightforward.
Once we ended that conversation, I launched the VSKYLABS SR-71 in VR and flew to the aerial refueling phase. Then, I lowered the seat (using the down arrow, in VR)... and... once positioned quite a few inches lower, the view was perfect! This 'lowering of the seat' action was an actual real-world SR-71 pilot technique, and it validated the cockpit geometry of the model...using VR...amazing isn't it?
VR is not only powerful for the pilot. For the developer, it becomes an engineering tool, allowing cockpit geometry and human-machine integration to be validated. It is a crucial human-factors validation tool in cockpit geometry development.
Huss
VSKYLABS
